<?xml version='1.0' encoding='UTF-8'?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-9224417</id><updated>2007-05-10T13:35:21.581-07:00</updated><title type='text'>Shalandar ~ MtG blog</title><link rel='alternate' type='text/html' href='http://shalandar.com/'></link><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default?start-index=26&amp;max-results=25'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default'></link><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://shalandar.com/atom.xml'></link><author><name>Nils T. Devine</name></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>52</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-9224417.post-115617977542439998</id><published>2006-08-21T10:02:00.000-07:00</published><updated>2006-08-21T10:02:55.446-07:00</updated><title type='text'>Installation Instructions Overhaul</title><content type='html'>&lt;p class="first"&gt;
If you've ever been unsuccessful trying to set up this game, especially if you're running Windows XP, you will be happy to know that the &lt;a href="http://shalandar.com/installation.html"&gt;Installation Instructions&lt;/a&gt; have been thoroughly overhauled. Even if you opt for the pre-configured fix, you should still at least skim them all so that you catch important stuff like the screen resolution warning. Enjoy!
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2006/08/installation-instructions-overhaul.html'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/115617977542439998'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/115617977542439998'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-113260026747089405</id><published>2006-04-14T19:08:00.000-07:00</published><updated>2006-04-14T19:16:04.766-07:00</updated><title type='text'>Shalandar Creature Curve</title><content type='html'>&lt;p class="first"&gt;
First off, you should go read an article or two from a &lt;a href="http://www.google.com/search?q=mana+curve"&gt;Google query for "Mana Curve"&lt;/a&gt;, there are so many good articles on the subject I'll just summarize here. The bottom line is that mana curve is about balancing the casting cost of the spells in a deck so that during the vital first turns of a game you are able to play one land each turn and fully utilize every point of mana available. A deck with an optimized mana curve favors lower cost spells, but mana curve cuts both ways. If you've got too many one-drops you won't be able to fully utilize the three mana that is available on turn &lt;span class="textfigure"&gt;2&lt;/span&gt; or &lt;span class="textfigure"&gt;3&lt;/span&gt;.
&lt;/p&gt;
&lt;p&gt;
Here's a sample mana curve from one of the math heavier articles I read:&lt;br /&gt;
12 cards of 1 mana.&lt;br /&gt;
8 cards of 2 mana.&lt;br /&gt;
6 cards of 3 mana.&lt;br /&gt;
4 cards of 4 mana.
&lt;/p&gt;
&lt;p&gt;
Here's a deck that I built in Shalandar, fighting duels to gather the cards just like in the old days&amp;#8230;
&lt;/p&gt;
&lt;p&gt;&lt;img src="http://shalandar.com/decks/shalandar_creature_curve.jpg" width="135" height="519" /&gt;&lt;/p&gt;
&lt;p class="first"&gt;
I continued playing the deck in Shalandar, defeating all but one of the wizards, gathering all the more powerful spells from dungeons, and hunting Mind Stealers to make copies of them. The deck evolved, at one point it had white for Savanah Lions, Swords to Plowshares, Disenchants and Serra Angels. Eventually it settled on Blue for the third color, as every Type I or Shalandar deck eventually does. Here is what is likely the most powerful version of the deck. I'm also working on a Land Destruction / Amnesia varient similar to &lt;a href="http://shalandar.com/2004/12/edge-of-what.html"&gt;Edge of What?&lt;/a&gt;, but with (obviously) better consideration given to its mana curve.
&lt;/p&gt;
&lt;p&gt;&lt;img src="http://shalandar.com/decks/shalandar_creature_control.jpg" width="294" height="511" /&gt;&lt;/p&gt;
&lt;p class="first"&gt;
Once I'm done building out the Land Destruction varient, expect to see a Type 1.5 constructed version. I just love this aggressive fast creature with a blue-control deck end game concept.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2006/04/shalandar-creature-curve.html'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/113260026747089405'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/113260026747089405'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-113581636240908585</id><published>2005-12-28T16:25:00.000-08:00</published><updated>2006-04-11T12:35:42.296-07:00</updated><title type='text'>Windows XP Installation Instructions</title><content type='html'>&lt;p class="first"&gt;
If you're running Windows XP and have been having trouble getting MicroProse's Magic: The Gathering PC game to work check out the &lt;a href="http://shalandar.com/installation.html#xp"&gt;Updated Windows XP Instructions&lt;/a&gt; on my installation instructions page.
&lt;/p&gt;
&lt;p&gt;
These instructions have not been verified, so if somebody does try them please &lt;a href="http://www.divinentd.com/contact.html"&gt;contact me&lt;/a&gt; and tell me if they work.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2005/12/windows-xp-installation-instructions.html'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/113581636240908585'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/113581636240908585'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-114471694717487940</id><published>2006-04-10T17:41:00.000-07:00</published><updated>2006-04-10T17:55:47.193-07:00</updated><title type='text'>New Domain: Shalandar.com</title><content type='html'>&lt;p class="first"&gt;
The MtG Blog and associated pages are getting their very own domain: &lt;a href="http://shalandar.com/"&gt;Shalandar.com&lt;/a&gt;! It will remain integrated with my personal site for the time being, we'll see what happens in the future.
&lt;/p&gt;
&lt;p&gt;
The only new feature I can promise with the new domain is a downloads section to fill in one small gap left by the demise of the-underdogs. The only catch is that, since I don't really want to become a public abandonware site, downloads will be by request only. But I'll come up with a short form to make the requests as painless as possible.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2006/04/new-domain-shalandarcom.html'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/114471694717487940'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/114471694717487940'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-111906606625589603</id><published>2005-06-17T18:55:00.000-07:00</published><updated>2006-01-31T20:23:15.596-08:00</updated><title type='text'>Submit a Deck</title><content type='html'>&lt;h5&gt;Technical Instructions&lt;/h5&gt;
&lt;p class="first"&gt;
Find the \Playdeck folder in your MtG installation. Locate the .dck file for your deck and open it in a text editor (such as Notepad). Follow the &lt;a href="http://www.blogger.com/comment.g?blogID=9224417&amp;postID=111906606625589603"&gt;Post a Comment&lt;/a&gt; link on this page, and Copy&amp;amp;Paste the contents of the .dck file into the comment.
&lt;/p&gt;
&lt;p&gt;
Also, you are welcome to include the following:
&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;What type of deck it is. It could by Type 1, Type 1.5, Shalandar, or even just a casual deck.&lt;/li&gt;
&lt;li&gt;Any special notes about play; card combinations, sequence of play.&lt;/li&gt;
&lt;li&gt;Anecdotes about where the deck's inspiration came from are invited, though you are under no obligation to ramble on as much as I do.&lt;/li&gt;
&lt;/ol&gt;

&lt;h5&gt;Deck Contents Guidelines&lt;/h5&gt;
&lt;p class="first"&gt;
The primary guideline here is to be sure to follow the rules for the type of deck that you said it was above. Type 1 decks can only have 1 of each restricted card, in Type 1.5 the restricted list is banned. Tournament quality decks are made of &lt;span class="textfigure"&gt;60&lt;/span&gt; cards, no more, no less.
&lt;/p&gt;
&lt;p&gt;
Other than that I really don't have any other guidelines. In fact, it would be really nice to see some more casual decks. The ones I build are for the most part tournament style decks, built only to win. But since they are built to stand up against other decks build in that style they often have many of the same cards in common. It's those whacky "just for fun" decks, such as &lt;a href="http://www.divinentd.com/nils/mtg/2005/04/old-man-wolf.html"&gt;Old Man Wolf&lt;/a&gt; and &lt;a href="http://www.divinentd.com/nils/mtg/2005/05/blue-skies.html"&gt;Blue Skies&lt;/a&gt;, that are the most enjoyable to play. And if &lt;a href="http://www.livejournal.com/users/delusional_koi/"&gt;Josher&lt;/a&gt; (evidently sporting a crazy beard these days) hadn't sent me his Castle/Moat deck I never would have build Blue Skies.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2005/06/submit-deck.html'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/111906606625589603'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/111906606625589603'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-113812194738315227</id><published>2006-01-24T08:25:00.000-08:00</published><updated>2006-01-24T08:59:08.790-08:00</updated><title type='text'>Favorite Decks, ManaLink Connection Instructions</title><content type='html'>&lt;p class="first"&gt;
Still no new decks here, dead or otherwise. But I have been doing a little housekeeping. I've added &lt;a href="http://www.divinentd.com/nils/mtg/introduction.html#faveDecks"&gt;mini-reviews of my favorite decks&lt;/a&gt; for people who are new to the site at the bottom of the Introduction/Setup page. There are so many decks in the archives and the blog, thought I'd give people a place to start. I've also added the following new setup instructions provided by a tech savy visitor:
&lt;/p&gt;
&lt;p&gt;Want to play MtG over a LAN? Bill Roth from Michigain wrote out some helpful &lt;a href="http://divinentd.com/nils/mtg/installation.html#manalink"&gt;ManaLink Connection Instructions&lt;/a&gt;. Note: not recommended over an open network, as one of the steps includes turning off your firewall.&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2006/01/favorite-decks-manalink-connection.html'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/113812194738315227'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/113812194738315227'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-111799312632326950</id><published>2005-06-05T09:53:00.000-07:00</published><updated>2006-01-20T13:25:53.603-08:00</updated><title type='text'>Sedge Mine</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/G.gif" alt="G" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/R.gif" alt="R" border="0" height="14" width="14" /&gt; Type &lt;span class="textfigure"&gt;1.5&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
Here we have it, my Howilng Mine + Relic Barrier deck. I got the idea for it when I was playtesting &lt;a href="http://www.divinentd.com/nils/mtg/2005/05/giant-howling-wurmies.html"&gt;Howling Giant Wurmies&lt;/a&gt; against a land destruction deck. I had played a Howling Mine in the hopes of digging my way out of the lack of mana. But the problem was you can only play one land per turn, and my opponent was pulling enough land destruction to keep pace with the lands I was putting down. I was never able to dig myself out of that hole. So I determined to build a deck with my favorite new card combination that had at least a little land destruction. Once it's rolling and you're drawing &lt;span class="textfigure"&gt;2-1&lt;/span&gt; just two pockets (sets of four) of land destruction becomes like four, and suddenly you can lock down their primary color.
&lt;/p&gt;
&lt;p&gt;
For land destruction I added Strip Mine and Sinkhole. Earlier drafts included a couple Stone Rain, but later they were dropped because of their high cost. A couple Icy Manipulators go with the Howling/Barrier combo, and can also be used to tap mana sources during the opponent's upkeep. I was also surprised how often I would use a Relic Barrier to pin down a Mox until I got a Howling Mine out.
&lt;/p&gt;
&lt;p&gt;
After observing the Giant Wurmies deck struggling to cast all it's high cost spells I knew this deck would need a lot of one-drop spells to operate effectively &amp;#8211; what's the use in drawing all those cards with the Howling Mine if you can't cast them? So I went with Lightning Bolt and Paralyze for creature removal and Birds of Paradise for fast mana. Dark rituals didn't make the cut, but without &lt;span class="textfigure"&gt;x&lt;/span&gt;-damage spells they had little use mid to late game. The Paralyze work particularly well in that they either neutralize the creature (if your land destruction has them locked) or neutralize most of their land, slowing them down. That's what this deck is all about, slowing them down while it is simultaneously speeding up.
&lt;/p&gt;
&lt;p&gt;
Without &lt;a href="http://sales.starcitygames.com/carddisplay.php?product=28930"&gt;Hymn to Tourach&lt;/a&gt; my old Type &lt;span class="textfigure"&gt;1&lt;/span&gt; deck has never been what it should be in this game. Since this deck's primary color is black (because sinkholes require &lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="" border="0" height="14" width="14" /&gt;) and red/green were playing support I decided to pull out my favorite three creatures: Hypnotic Spectre, Sedge Troll and Kirk Ape. The Spectres work perfectly with the land destruction, Sedge Trolls are a solid answer to opposing Djinns or Juggernauts, and Kird Apes kick White Knights to the curb.
&lt;/p&gt;
&lt;p&gt;
As a first candidate for my new deck testing regimen this deck turned out to be a poor choice. By the time I had established the categories this deck was finely tuned  enough that it ran through each category three times without a loss, or even a single close game. That's &lt;span class="textfigure"&gt;18&lt;/span&gt; straight games without a bad draw. Sounds like my old type 1 deck that swept through the double-elimination Black Lotus tournament without losing a match. Guess that shouldn't be too surprising as two thirds of the deck is identical to my old one.
&lt;/p&gt;
&lt;p&gt;
So that's my answer to building a deck around that card combo. I'd still like to see the Two-Headed Giants make their way into a deck. Maybe another week.
&lt;/p&gt;
&lt;span class="textfigure"&gt;&lt;/span&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2005/06/sedge-mine.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Sedge%20Mine.dck' title='Sedge Mine'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/111799312632326950'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/111799312632326950'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-111897827413109282</id><published>2005-06-16T20:07:00.000-07:00</published><updated>2005-11-21T10:52:44.016-08:00</updated><title type='text'>Whatnaut</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="U" border="0" height="14" width="14" /&gt; &amp; artifact Type &lt;span class="textfigure"&gt;1.5&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
This deck began with a card and an idea. The card was &lt;a href="http://sales.starcitygames.com/carddisplay.php?product=17867"&gt;Transmute Artifact&lt;/a&gt;. The idea was that if you cast Transmute Artifact and sacrificed a mana producing artifact, after tapping it for mana, you could put any artifact in your library into play at little to no extra cost. A Mana Vault can pull out an artifact that costs &lt;span class="textfigure"&gt;4&lt;/span&gt; (without sticking around to ping you during your upkeep), and a Basalt Monolith will let you cast an artifact that costs &lt;span class="textfigure"&gt;6&lt;/span&gt;. A Su-Chi would let you cast an artifact that costs &lt;span class="textfigure"&gt;8&lt;/span&gt;, if you could find an artifact worth sacrificing your &lt;span class="textfigure"&gt;4/4&lt;/span&gt; creature in order to cast (and that you could afford to power with your remaining mana &amp;#8211; ruling out Aladdin's Ring).
&lt;/p&gt;
&lt;p&gt;
If any of you have been following along you'll note that this trick is similar to the Yawgmoth combo in the &lt;a href="http://www.divinentd.com/nils/mtg/2005/05/yawgmoth-chi.html"&gt;Yawgmoth-Chi&lt;/a&gt; deck, only in that deck the combo was used for end-game power, while in this deck it's used for speed.
&lt;/p&gt;
&lt;p&gt;
I tried out a bunch of different artifacts when I was first building this deck. I settled on two, Triskelion and Juggernaut. I've always viewed Triskelions as being over-priced for their size, but their casting cost works perfectly with the Basalt Monoliths, and their direct damage is excellent if you're playing mono-blue. They're just so versatile. A single Triskelion can often kill two or three creatures, and still leave you with a creature of your own. You can then Unsummon it and do it again, or Transmute Artifact it into another one. The Triskelion's ability can be used without summoning sickness is unique, and you can even use it after having attacked, meaning that a Triskelion can potentially do &lt;span class="textfigure"&gt;7&lt;/span&gt; damage to an opponent in a single turn.
&lt;/p&gt;
&lt;p&gt;
This deck can be played as either a fast-large-creature deck, or a card denial deck depending on your opening draw. Cast a Mana Vault your first turn and you can transmute it into a Juggernaut on turn two. That is blazing fast in Type &lt;span class="textfigure"&gt;1.5&lt;/span&gt; and can be a decisive edge. But what can make this deck truly devastating is the &lt;span class="textfigure"&gt;4&lt;/span&gt; Amnesia. Usually this is a late game card for slower decks, cast once you've established an environment where your opponent is holding cards. It is normally very difficult come up with the mana to cast it, both the total cost, &lt;span class="textfigure"&gt;6&lt;/span&gt;, and the concentrated amount of blue mana: &lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="" border="0" height="13" width="13" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="" border="0" height="13" width="13" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="" border="0" height="13" width="13" /&gt;. But if you're playing straight blue with &lt;span class="textfigure"&gt;20&lt;/span&gt; islands it's not so hard to come up with. Odds are by turn &lt;span class="textfigure"&gt;3&lt;/span&gt;, having drawn &lt;span class="textfigure"&gt;9&lt;/span&gt; or &lt;span class="textfigure"&gt;10&lt;/span&gt; cards, you will have enough colored mana to cast it. The Mana Vaults and Basalt Monoliths, each conveniently producing &lt;span class="textfigure"&gt;3&lt;/span&gt; colorless, give you the raw mana count you need to pull it off early in the game when it can be crippling to your opponent. Take for instance this opening sequence (which actually isn't as uncommon as you might think):
&lt;/p&gt;
&lt;dl&gt;
&lt;dt&gt;Turn 1&lt;/dt&gt;&lt;dd&gt;Play a Brass Man to hold off the Lions, Apes, and even Knights.&lt;/dd&gt;
&lt;dt&gt;Turn 2&lt;/dt&gt;&lt;dd&gt;Put out a Mana Vault, and wait until the discard phase of your opponent's turn to Unsummon one of their creatures (earlier if they tap out).&lt;/dd&gt;
&lt;dt&gt;Turn 3&lt;/dt&gt;&lt;dd&gt;Here's the fun part: cast Amnesia and watch them weep.&lt;/dd&gt;
&lt;dt&gt;Turn 4&lt;/dt&gt;&lt;dd&gt;Now that you've emptied all those pesky Lightning Bolts and Disenchants from their hand, cast a Juggernaut and barrel on to victory.&lt;/dd&gt;
&lt;/dl&gt;
&lt;p&gt;
I have toyed with adding white to increase the deck's removal capacity, but you really can't play very many Plains or you won't be able to cast the Amnesia. I've toyed with using something like &lt;span class="textfigure"&gt;4&lt;/span&gt; Tundra, &lt;span class="textfigure"&gt;2&lt;/span&gt; City of Brass and &lt;span class="textfigure"&gt;2&lt;/span&gt; Plains in order to add &lt;span class="textfigure"&gt;4&lt;/span&gt; Swords to Plowshares and &lt;span class="textfigure"&gt;4&lt;/span&gt; Disenchant, but I think I prefer having the Counterspells and Unsummons, since the Unsummon is so versatile in this deck, and the Counterspells help against one of this deck's weaknesses: Counterspell decks.
&lt;/p&gt;
&lt;p&gt;
There is one thing that I could use some help with if there are any deck builders lurking. You may have noticed that this deck is made of &lt;span class="textfigure"&gt;10&lt;/span&gt; perfect pockets of &lt;span class="textfigure"&gt;4&lt;/span&gt; cards each and &lt;span class="textfigure"&gt;20&lt;/span&gt; land. While this maximizes the consistency of the deck's play, it reduces its versatility. With the Transmute Artifacts even a single copy of an artifact could be pulled out in a pinch. But I'm too close to the deck, unable to "kill my darlings" as writers say. It would be great if somebody could find the room for a few "reset button" type cards, cards that could be pulled to get you out of a pinch. A Nevinyrall's Disk would be great. It should go without saying, but I'll say it anyway, no going over &lt;span class="textfigure"&gt;60&lt;/span&gt; cards.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2005/06/whatnaut.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Whatnaut.dck' title='Whatnaut'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/111897827413109282'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/111897827413109282'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-113186152104688817</id><published>2005-11-13T20:29:00.000-08:00</published><updated>2005-11-13T20:38:40.563-08:00</updated><title type='text'>Death Denial</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14" /&gt; Type &lt;span class="textfigure"&gt;1.5&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;Deck Series: From the Graveyard&lt;/p&gt;
&lt;p class="first"&gt;
This is the first in a series that I will be posting here inspired by a deck called Graveyard Shuffle &lt;a href="http://www.divinentd.com/nils/mtg/2005/06/submit-deck.html"&gt;submitted&lt;/a&gt; by Ivan Taylor. The deck reminded me of a very similar deck that I had worked on but never uploaded. My version (posted here) has some good concepts, but it never fully coalesced, never found that rhythm that a good deck does, you know what I mean? I intend to take the title of this series both literally and figuratively. I'll start out literally with this graveyard re-animating deck, but move on to other decks that I have started working on, but left for dead when they didn't work out. I will then implore you to take the concepts, make a better deck, and post it in the comments here.
&lt;/p&gt;
&lt;p&gt;
So, about this deck. It has some card synergy that I like. The Nettling Imps work well with the Abu Ja'fars, Sengir Vampires and the first-striking Black Knights. The card-denial compliments the land-denial, and the re-animation compliments all of the above.
&lt;/p&gt;
&lt;p&gt;
What I don't like about it is its weak creature removal, it's slowness (last card added was the Black Knights, those helped a bit), and the fact that it uses too many of the usual suspects. We all know that a first turn Dark Ritual to cast a Hypnotic Spectre is deadly, time to move on and start playing some different cards.
&lt;/p&gt;
&lt;p&gt;
Can anyone help this deck, make it a little less clich&amp;eacute;d, or little faster?
&lt;/p&gt;
&lt;span class="textfigure"&gt;&lt;/span&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2005/11/death-denial.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Death%20Denial.dck' title='Death Denial'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/113186152104688817'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/113186152104688817'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110177212657064828</id><published>2004-10-25T17:46:00.000-07:00</published><updated>2005-11-13T08:42:37.500-08:00</updated><title type='text'>Big Scary Flying Things</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/R.gif" alt="R" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;II&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
Another from the department of brute force decks: &lt;em&gt;Big Scary Flying Things&lt;/em&gt;.
And yet it plays very much like a control deck. Smoke to slow them
down, direct damage to clean up their creatures, Jandor's Saddlebags to
pull back for defense. It just does it bigger and faster than most
decks, with &lt;span class="textfigure"&gt;2&lt;/span&gt;nd turn Sengirs and &lt;span class="textfigure"&gt;3&lt;/span&gt;rd turn Shivans.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/10/big-scary-flying-things.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Big%20Scary%20Flying%20Things.dck' title='Big Scary Flying Things'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110177212657064828'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110177212657064828'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110081732995593280</id><published>2004-11-01T14:26:00.000-08:00</published><updated>2005-11-13T08:42:03.346-08:00</updated><title type='text'>Type One Land Destruction</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/G.gif" alt="G" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/R.gif" alt="R" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
&lt;span class="textfigure"&gt;4&lt;/span&gt; Demonic Hordes and &lt;span class="textfigure"&gt;2&lt;/span&gt; Granite Gargoyle added to Type One Land Destruction. Would love to fit in more gargoyles. A normal person would have a black vise or &lt;span class="textfigure"&gt;4&lt;/span&gt;, but I prefer having plenty of defensive direct damage, and some creatures. Besides, Nether Void, The Abyss and The Tabernacl at Pendrell Vale all fail to work in this game, so a total lock is hard to achieve.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/type-one-land-destruction.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Type%20One%20Land%20Destruction.dck' title='Type One Land Destruction'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110081732995593280'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110081732995593280'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110082334000859976</id><published>2004-11-01T17:59:00.000-08:00</published><updated>2005-11-13T08:41:05.256-08:00</updated><title type='text'>Type One Counter Spell</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="U" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
This is the deck the guy used that won the first tournament I played in, to the best of my memory. It misses Mana Drain, but does allright anyway.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/type-one-counter-spell.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Type%20One%20Counter%20Spell.dck' title='Type One Counter Spell'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110082334000859976'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110082334000859976'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110177059456113305</id><published>2004-11-03T17:18:00.000-08:00</published><updated>2005-11-13T08:34:09.370-08:00</updated><title type='text'>Whirling Armageddon</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/G.gif" alt="G" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;II&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
Now there's a tricky deck to play. Absolutely brutal when it locks down. Should be very fast. Considering squeezing in Elvish Archers, need little guys that can take out other little guys.
&lt;/p&gt;
&lt;p&gt;This deck gets out something big quickly, blows all the lands, then stomps on them while they're down. The goal is to achieve a creature advantage early, and then lock down long enough to win. Being green and white it lacks adequite removal, but the idea is to stay on the offensive with superior creatures.&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/whirling-armageddon.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Whirling%20Armageddon.dck' title='Whirling Armageddon'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110177059456113305'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110177059456113305'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110176997360120799</id><published>2004-11-03T17:29:00.000-08:00</published><updated>2005-11-13T08:33:28.520-08:00</updated><title type='text'>Queen of Dark and Light</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;II&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
The challenge: a type &lt;span class="smallcaps"&gt;II&lt;/span&gt; capable of defeating a type &lt;span class="smallcaps"&gt;I&lt;/span&gt;. How to do it?&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;it must be able to handle creatures of any size cast early in the game.&lt;/li&gt;
&lt;li&gt;it must be able to move quickly, without moxes  that means cards have to be low cost.&lt;/li&gt;
&lt;li&gt;every card must kick ass by itself, no time to wait for killer combos, you'll be dead before they happen.&lt;/li&gt;
&lt;li&gt;while remaining powerful individually, cards should also compliment each other.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Turns out, this deck does well against type &lt;span class="smallcaps"&gt;I&lt;/span&gt; creature decks, because it doesn't care what size their creatures are, and it can often beat a creatureless deck on speed, but it's not as good as I'd like against other decks, and often has mana problems. Not entirely satisfied, but the Black Knight / White Knight deck is one I'd like to keep persuing. Maybe it needs City of Brass to guarantee two of each color mana?&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/queen-of-dark-and-light.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Queen%20of%20Dark%20and%20Light.dck' title='Queen of Dark and Light'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110176997360120799'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110176997360120799'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110081665267399174</id><published>2004-11-05T17:08:00.000-08:00</published><updated>2005-11-13T08:32:27.706-08:00</updated><title type='text'>On The Wings of Angels and Devils</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/R.gif" alt="R" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
My latest deck, &lt;em&gt;On The Wings of Angels and Devils&lt;/em&gt;, ran the gauntlet of all my Type 1 decks winning &lt;span class="textfigure"&gt;4&lt;/span&gt; out of &lt;span class="textfigure"&gt;5&lt;/span&gt;. The &lt;span class="textfigure"&gt;5&lt;/span&gt;th match it lost to &lt;em&gt;Explosion&lt;/em&gt;,
who used a Black Lotus and a Tropical Island to cast Ancestrial Recall,
Time Walk, and a Flying Man on the first turn. It then Giant Growthed
the Flying Man, and had me down to 16 life before I took my first turn.
A couple Unstable Mutations and a Psionic Blast later and I was
dead.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/on-wings-of-angels-and-devils.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/On%20The%20Wings%20of%20Angels%20and%20Devils.dck' title='On The Wings of Angels and Devils'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110081665267399174'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110081665267399174'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110177090930430211</id><published>2004-11-05T17:25:00.000-08:00</published><updated>2005-11-13T08:31:23.270-08:00</updated><title type='text'>Four Color Counterspell</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="U" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/G.gif" alt="G" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/R.gif" alt="R" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;II&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
Nearly exact copy of a deck I still have. It's lots of fun to play, if somewhat inconsistent (being &lt;span class="textfigure"&gt;4&lt;/span&gt; colors with no dual lands).&lt;/p&gt;
&lt;p&gt;Once I get these "powerful" decks out of my system I'm going to have to start building more fun decks. Start by restricting all those cards that you automatically put &lt;span class="textfigure"&gt;4&lt;/span&gt; of in a deck if you use a given color, like Lightning Bolt, Dark Ritual, Swords to Plowshares. That will add more variety. Then of course there are a number of novelty decks I'd like to build as well, like the Orchish Artillary and the &lt;em&gt;Poisonous Walls&lt;/em&gt; decks.&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/four-color-counterspell.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Four%20Color%20Counterspell.dck' title='Four Color Counterspell'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110177090930430211'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110177090930430211'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110177194781219888</id><published>2004-11-06T11:36:00.000-08:00</published><updated>2005-11-13T08:30:14.753-08:00</updated><title type='text'>Bayou From Beyond</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/G.gif" alt="G" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;II&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
&lt;em&gt;Bayou From Beyond&lt;/em&gt; is actually embarrassingly similar to &lt;em&gt;Swamp Thing&lt;/em&gt;. The only significant differences are, mine is type &lt;span class="smallcaps"&gt;II&lt;/span&gt;, I replaced the Ashes to Ashes
(as much as I do like the spell) with Lord of the Pit, and I ditched
the deck's namesake, Howl from Beyond. Unholy Strength and Giant Growth
are just better cards, even with all the first-striking creatures.&lt;/p&gt;
&lt;p&gt;About the LotP, I've been trying to build a deck centered around the
Lord of the Pit with all these fast mana creatures so you'd get one out
early, and then have food for him. But it never worked because the deck
sucked until you got the LotP, so you died before ever casting it. &lt;em&gt;Bayou From Beyond&lt;/em&gt; is fast and mean, the LotP is just the knockout punch.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/bayou-from-beyond.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Bayou%20from%20Beyond.dck' title='Bayou From Beyond'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110177194781219888'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110177194781219888'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110081082892004469</id><published>2004-11-06T13:40:00.000-08:00</published><updated>2005-11-13T08:29:12.286-08:00</updated><title type='text'>Edge</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="U" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/G.gif" alt="G" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/R.gif" alt="R" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
My latest creation, &lt;em&gt;Edge&lt;/em&gt;, is a vicious little land
destruction deck. It doesn't completely lock down all their land, just
destroys enough to put them on the defensive. The creatures are low
cost but hard to kill (Kird Ape, Granite Gargoyle, Serendib Efreet).
With all the restricted cards and land destruction there wasn't even
room in the deck for Lightning Bolts, but it seems to be doing ok
without them.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/edge.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Edge.dck' title='Edge'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110081082892004469'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110081082892004469'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110080835835056594</id><published>2004-11-07T13:04:00.000-08:00</published><updated>2005-11-13T08:28:26.016-08:00</updated><title type='text'>Nevinyrall's Wrath</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="U" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/R.gif" alt="R" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
So I promised some "fun" decks, I can't help it if I have a twisted sense of what is fun. But in my defense, it is a deck with red and white and no Swords to Plowshares or Lightning Bolts.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/nevinyralls-wrath.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Nevinyralls%20Wrath.dck' title='Nevinyrall&apos;s Wrath'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110080835835056594'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110080835835056594'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110080791553935187</id><published>2004-11-08T17:56:00.000-08:00</published><updated>2005-11-13T08:27:55.293-08:00</updated><title type='text'>Tip</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
As in "tip the scales". A Balance deck (pretending it wasn't restricted). Yes, again my sense of what makes a deck fun (Bottle of Suleiman) is on the demented side.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/tip.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Tip.dck' title='Tip'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110080791553935187'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110080791553935187'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110080590356558699</id><published>2004-11-14T11:21:00.000-08:00</published><updated>2005-11-13T08:27:16.736-08:00</updated><title type='text'>Sadomasochistic Djinn</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="U" border="0" height="14" width="14"&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/G.gif" alt="G" border="0" height="14" width="14"&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
I keep building darker and darker decks. This one is just pure evil. I think it's time to build a nice friendly Verduran Enchantress/Rabid Wombat or Gravity Sphere/Moat deck. &lt;span style="font-weight:bold;"&gt;Update:&lt;/span&gt; only Gravity Sphere doesn't work. On &lt;a href="http://divinentd.com/nils/mtg/dont_work.txt" title="cards that don't work"&gt;the list&lt;/a&gt; it goes.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/sadomasochistic-djinn.html'></link><link rel='related' href='http://divinentd.com/nils/mtg/decks/Sadomasochistic%20Djinn.dck' title='Sadomasochistic Djinn'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110080590356558699'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110080590356558699'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110080531729258401</id><published>2004-11-17T17:11:00.000-08:00</published><updated>2005-11-13T08:26:27.386-08:00</updated><title type='text'>Unholy Alliance</title><content type='html'>&lt;p class="first" style="margin-bottom: 1em;"&gt;
and &lt;a href="http://www.divinentd.com/nils/mtg/decks/Mental%20Flight.dck"&gt;Mental Flight&lt;/a&gt;
&lt;/p&gt;
&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14"&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14"&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt; and &lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="U" border="0" height="14" width="14"&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14"&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
I've divided the decks in the Playdeck folder into Type &lt;span class="smallcaps"&gt;I&lt;/span&gt; and Type &lt;span class="smallcaps"&gt;II&lt;/span&gt; so that I can make a new deck run a gauntlet of opponents within its division. The trouble is, most of the Type &lt;span class="smallcaps"&gt;I&lt;/span&gt; decks are only half-heartedly so. They have moxes, but no dual lands. They're just not as good as they should be. 
&lt;/p&gt;
&lt;p&gt;
&lt;em&gt;Mental Flight&lt;/em&gt; and &lt;em&gt;Unholy Alliance&lt;/em&gt; are the first that I've attempted to beef up. I'm not entirely satisfied, but they're better than they were.
&lt;/p&gt;
&lt;span class="textfigure"&gt;&lt;/span&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/unholy-alliance.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Unholy%20Alliance.dck' title='Unholy Alliance'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110080531729258401'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110080531729258401'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110168303294529001</id><published>2004-11-28T14:58:00.000-08:00</published><updated>2005-11-13T08:25:07.826-08:00</updated><title type='text'>Control</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="U" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/W.gif" alt="W" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
Here we have perhaps one of the more annoying decks I've built. Copy, steal and counter are it's mainstays, but it's not afraid to curl up behind a Greater Realm of Preservation, and what's worse, Sleight of Mind it to match your deck. I'd been noticing my decks slipping towards the slightly slower side in order to gain more power. &lt;a href="http://www.divinentd.com/nils/mtg/decks/On%20The%20Wings%20of%20Angels%20and%20Devils.dck"&gt;On The Wings of Angels and Devils&lt;/a&gt; was the beginning, it got even worse with &lt;a href="http://divinentd.com/nils/mtg/decks/Sadomasochistic%20Djinn.dck"&gt;Sadomasochistic Djinn&lt;/a&gt;, where more cards cost &lt;span class="textfigure"&gt;4&lt;/span&gt; mana than not. Next I'll have to circle back and build faster powerful decks, with more distributed roads to victory than these control decks with 2 large creatures (serra/sergir, juzam/erhnam). Sounds like my original type &lt;span class="smallcaps"&gt;I&lt;/span&gt; actually.
&lt;/p&gt;
&lt;p&gt;Hope I'm not establishing a precedent here, but this situation was amusing enough to warrant a screenshot. Check out these &lt;a href="http://www.divinentd.com/nils/mtg/img/control_deck.jpg"&gt;Scrybe Sprites who think they're all bad&lt;/a&gt;. There only 2 Djinn's in the deck, the rest are Clones and Dopplegangers.&lt;/p&gt;
&lt;p&gt;On a side note, I tried it out and the card &lt;a href="http://sales.starcitygames.com/carddisplay.php?product=16889"&gt;Lich&lt;/a&gt; does work in this game. &lt;a href="http://sales.starcitygames.com/carddisplay.php?product=11117"&gt;Mirror Universe&lt;/a&gt; and &lt;a href="http://sales.starcitygames.com/carddisplay.php?product=17954"&gt;Dark Heart of the Wood&lt;/a&gt; do not, which is a shame, but I'll have to figure out how to build a Lich deck anyway.&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/control.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Control.dck' title='Control'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110168303294529001'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110168303294529001'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110178964155069058</id><published>2004-11-29T20:31:00.000-08:00</published><updated>2005-11-13T08:22:17.636-08:00</updated><title type='text'>Lich Spawn</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/U.gif" alt="U" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;I&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
You can't build a deck around a single card (Balance being an obvious exception, but that's why they restricted it). You can build a deck around a set of very similar cards, or a single card can be the knockout punch, the final lock-down from which they never recover. But when you base a deck around a single card the other cards become just supporting cards. How can supporting cards keep you alive, or even win the game if you never draw that one card? This is how various decks that I have tried to build have failed. I built a Lord of the Pit deck with lots of fast mana and fuel creatures for him to eat. It would fizzle with a bunch of elves and birds, and rarely last very long.
&lt;/p&gt;&lt;p&gt;
That is exactly the situation that I found myself in when I tried to build a Lich deck. The life gaining cards were a waste of space without a Lich. And the card required so much support, counterspells so they couldn't kill you with a Disenchant, and lots of permanents; permanents are literally your life when you are the soul-sucking undead. I eventually built a deck good enough that you could live long enough to cast a Lich, but the Lich always just ended up sitting in my hand. So I took it out, and bumped up to &lt;span class="textfigure"&gt;4&lt;/span&gt; Control Magics and a Psionic Blast.
&lt;/p&gt;&lt;p&gt;
The resulting deck is good enough to take on any I've built so far. It's creatures are cheap but powerful for their cost and size. The control deck aspects mean you can take on anything of any size. It's more of the usual suspects, but that's hard to avoid in a type &lt;span class="smallcaps"&gt;I&lt;/span&gt; environment full of finely honed decks playing only the best cards.
&lt;/p&gt;&lt;p&gt;
One thing that may not be immediately obvious is the need for City of Brass in a two color deck, and the lack of a full set of Moxes. The cards in this deck are really cheap to cast, necessary in this cutthroat speed and power environment, but nearly all of them require two mana of the same color. I usually make it a rule that no matter how many colors I'm playing, only one will require two of the same. But this deck broke that rule in favor of powerful spells like Control Magic and Counter Spell. Worth it of course, but it just wasn't drawing the right mana. I could have increased the amount of land in the deck, but that just dilutes it's power when what I need is the right color mana, not lots of it. So City of Brass was introduced and it's worked much better since then. A little painful at times, but what's a little sacrifice compared to consistency and power?
&lt;/p&gt;
&lt;span class="textfigure"&gt;&lt;/span&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/lich-spawn.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Lich%20Spawn.dck' title='Lich Spawn'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110178964155069058'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110178964155069058'></link><author><name>Nils T. Devine</name></author></entry><entry><id>tag:blogger.com,1999:blog-9224417.post-110193035443059345</id><published>2004-11-30T18:32:00.000-08:00</published><updated>2005-11-13T08:19:53.243-08:00</updated><title type='text'>Unholy Enchantress</title><content type='html'>&lt;p class="deckInfo"&gt;
&lt;img src="http://www.divinentd.com/nils/mtg/img/B.gif" alt="B" border="0" height="14" width="14" /&gt;&lt;img src="http://www.divinentd.com/nils/mtg/img/G.gif" alt="G" border="0" height="14" width="14" /&gt; Type &lt;span class="smallcaps"&gt;II&lt;/span&gt;
&lt;/p&gt;
&lt;p class="first"&gt;
Going with the concept that you can't build a deck around a card, you have to build a good deck first, I build this Enchantress deck. It is an adaptation of &lt;a href="http://www.divinentd.com/nils/mtg/2004/11/bayou-from-beyond.html"&gt;Bayou From Beyond&lt;/a&gt;. I took a viscious fast creature deck that was already using some enchantments, and attempted to solve the slow-down problem by adding Venduran Enchantress. You will note that there are no pansy-ass defensive enchantments like Web or Living Artifact. It's a brutally fast deck, and with a well timed enchantress can achieve a massive card advantage (which is what this game is all about) and use that advantage to crush the opponent.
&lt;/p&gt;</content><link rel='alternate' type='text/html' href='http://shalandar.com/2004/11/unholy-enchantress.html'></link><link rel='related' href='http://www.divinentd.com/nils/mtg/decks/Unholy%20Enchantress.dck' title='Unholy Enchantress'></link><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110193035443059345'></link><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9224417/posts/default/110193035443059345'></link><author><name>Nils T. Devine</name></author></entry></feed>